Larian Banner: Baldur's Gate Patch 9
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#960582 07/02/26 03:12 PM
Joined: Jul 2023
journeyman
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journeyman
Joined: Jul 2023
What's it like playing with enemy health turned off? From a non-min-maxing standpoint, not necessarily 100% optimized builds.

Joined: Jul 2023
journeyman
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journeyman
Joined: Jul 2023
Has no-one at all done this?

Joined: Aug 2023
old hand
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old hand
Joined: Aug 2023
No idea what your question is.

Yes that option exists.

Yes I once tried that. I didnt like it. Not knowing your opponents health is kind of very unrealistic and really not fun.

Joined: Jul 2023
journeyman
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journeyman
Joined: Jul 2023
Thank you for answering.

I don't really understand your remark about realism though. In what way is it unrealistic? I don't see people walking around with health bars in real life?

I'm asking in terms of feasibility and difficulty.

Joined: Aug 2023
old hand
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old hand
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Because in reality I would see if the enemy was hit, and how bad. For starters I'm the one delivering the hits.

And yes knowing the opponents health has a huge influence on what I will do.

If I can see theres only like three hitpoints left, well then I will probably try a weaker attack and reserve the stronger attacks for the opponents with more hitpoints.

If you like this, go for it. I didnt like it.

Joined: Apr 2026
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stranger
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stranger
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Joined: Apr 2026
I think it's pretty cool. You can still see the relative amount of health that's left, so you can make tactical decisions based on that. I don't think not knowing the exact amount increases difficulty that much. The only thing it really prevents is knowing whether you're likely to kill a character at full health in one round. Otherwise, you can estimate and plan based on the percentage of health left.

Joined: Sep 2024
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enthusiast
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enthusiast
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Joined: Sep 2024
In reality, most fights are one punch kinds of things, one stab (even though attacker may not give up) or one shot. The idea of health draining away until you collapse is what's decidedly unrealistic.

Even D&D itself counsels against thinking, for example, a high level character somehow has more "life force" than a low level one. Instead, you should think of hp as a generalized competency during a fight, until the one and only actual serious hit lands, taking the person down. Such a mess up would tend to happen earlier for the untrained and later for the highly trained.

Last edited by Shadowbart; 2 hours ago.

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